I'm curious. What game basically fired/pink slipped another game for you?

I.E. You enjoyed Candyland and played it a lot but when you got Chutes and Ladders, CL was tossed out the door.

How could this happen? Well, the above example isn't that great but maybe you learned a new game that was similar in mechanics but better than the game you were playing. So, you tossed the older one out!

I'm going to list the game that did the firing and mention which game was fired in the body of the text.

6/6/11 WOW, this GL has been a ton of fun b/c of all those that have contributed thoughts. Nice going! There was a suggestion to edit the list alphabetically. I thought it a great idea at this point for searching, etc. So, done.

1/5/10 1:30pm EST EDIT: I think this geeklist is going to get me FIRED...

I have never really been a fan of Stone Age as it has quite a primitive way of turning numbers rolled into victory points (therefore having a luck factor too high for this 'rules complexity' level). Egizia is not less complex but it's really fine and I really like it (see my review here). So at least I can say it has fired Stone Age as THE medium-light Hans im Glück worker placement game.

The successor game adds modular boards, replaces most of the set-collection-for-points with small ability upgrades while still keeping a few point sets, has much richer art, and includes a handful of optional mini-expansions to help keep it fresh. It's simply a much more polished and satisfying revision of the same elegant and quick-playing central mechanic.

Phil's rich thematic, sandbox style games fired all the Euro's I know especially the point salad variety. I am looking at you The Castles of Burgundy.

High Frontier, Pax Porfiriana. and Bios: Megafauna are open ended adventures. In Phil's games you learn some basic mechanics and then he turns you loose into the unknown. Half the fun of the game is discovering how all the parts fit together within an environment dripping with theme. In a generic Euro if you want to go to a destination in space, you put a worker on space labeled, "Go to Mars". In High Frontier, you have to lift components to low Earth orbit, assemble the rocket, plan the trip, calculate the fuel, execute burns, make Hohmann pivots, fly through radiation belts, get a moon boost, make your aerobrake landing, prospect, stake a claim, find some water/fuel and then get home again.

Every action you take in his games has some direct relationship to some scientific principle or historic event.

His games do not come easy. But to quote Tom Hank's in A League of Their Own, "It's the hard that makes it great".

an old forgotten family favorite that we finally pulled out during the holidays this year. After a couple of rounds of fumbling with cards, and the easel, and the buzzer, and the sand timer, and the score pad, one of the kids said, "Why don't we just play Catch Phrase?" And just like that, Taboo went to the give-away pile.

Here we had a nifty pickup and deliver game for adults (Game of the States being the one for kids). And we'd just gotten a chance to play it (what with it taking 5 or 6 hours) when along comes this nifty free(ish)-form train game that set the Puffin Billy world on its ear.

This one made 7 Wonders look like a complete bore.In other words, Satoshi kicks Antoine's a$$ with a more dynamic and strategic game. The variant for 2 teams is awesome and there are nice house rules for playing with 2.

The only area where 7 Woders scores is that it accommodates 7 people around the table. But if all are like me, there will be 7 extremely bored people.

"Just get that sucka to the designated place at the designated time and I will gladly designate his ass...for dismemberment!" - Sho Nuff.

Fired:

I have SFB back when it first moved into the boxed game, along with the 3 Expansions. Then, I got it when it moved into Volumes 1-3. I had the first suppplement, 2 Captains Logs, and the Battle Damage cards.

I even wrote computer programs in Applebasic (for the Apple IIC!!!) and Visual Basic to manage the movement chart, energy allocation, damage and allocation, and much more.

It was a way of life for me.

But after I played Federation Commander, I was through with SFB. The game collapsed under the complexity of its own rules and playing it feels like driving a Model T. The on-the-fly decisions far outweigh the ability to have a legendary engineer or a stasis field generator.

Yes! I know, I know! Don't pile up on me, the rules are not the best out there. But if you take the time to download the play examples and follow along, then watch a few videos, you should have a good understanding of how the game works.

As a market game that you can accumulate goods and sell them to market. Here are the reasons:1. There is a greater level of strategic interaction between players using the roundel. Jambo's card text is annoying to decipher and Jaipur's card drafts are a lot more random.2. Having a board game vs. a card game feels a lot more thematic.3. The board space also has a nicer spatial element to track what goods there are and what is the market demand.4. Finca is the most beautiful of the 3. --Using the island of Mallorca is a nice touch. --The solid tiles and game pieces are much nicer. --The art style is reminiscent of the fruit pictures and advertisements of the 40s and 50s. It is very classy. Jaipur is bit goofy and Jambo has kind of a cool look and feel to it but nothing that strikes me.

Rio Grande needs to get this one back in print. It is a really fun beautiful game.

These two great miniature wargame systems share easiness of play, no needs of subtle misurations, fast moving turns and a combat movie mood.But Fireball Forward solves the problem which afflicted Crossfire, where vehicles were handled very superficially and could move and fire more slowly than infantry.Moreover, while Crossfire works very well only when lots of terrain is used, Fireball Forward has no need of a cluttered environment and handles very well even the actions over open terrain.

Certainly when we cracked open the core game of Firefly, it felt very much like M&M in space, only without the combat, which I personally had always found a little fiddly. With the expansions worked in to Firefly, it definitely became a bit of a hot game in the group, and M&M wasn't seeing much table time at all. Now, the M&M expansion has given it a new lease of life and it is seeing table time again in all its piratey goodness, but for my 'picking up and dropping off' needs, with just a dash of piracy too, I'd still go to Firefly first. That's not to say I don't like or admire M&M, it's just well, you know we think you're great, Bob, but, we're going a different way, so you're fired. Walk the plank if you like.

Fish Eat Fish has fired the traditional card game War, in which players lay out a card, highest wins, "battles" ensue when there is a match. Fish Eat Fish has less luck involved and more strategy. It can also accommodate up to 5 players.